MudEngine:

- Rooms can now be linked automatically via the new Zone.LinkRooms method. Room linking can no longer be done manually as the Doorways property is now read-only.
 - Door.Description has been removed. Doorway description will need to be included in Room.Description or Room.DetailedDescription properties.
 - Added DetailedDescription to make creating multi-line descriptions easier. Not supported by the Look command yet.
 - Game.IsRunning is now read-only. The Game will manage this property on its own.
 - BaseCharacter.ExecuteCommand now will always return a string. Simplifying the game loop for users as they no longer need to check what Type was returned by the command.
 - Doors now contain a DepartureRoom and a ArrivalRoom property allowing for easy access to Rooms that are linked together.
 - Fixed a bug where Game, Realms and Zones always assigned IsInitial to Realms, Zones and Rooms when added to the collections. Collection would contain multiple IsInitial objects.
 - Removed Room.InstalledDoorways property as that was used only by the old Designer
 - Removed Room.Load() as that implementation of it is obsolete.

MudGame:
 - Revised Zeroth to build it's Zone and Rooms using the new Zone.LinkRooms function.
 - Greatly revised Program.cs and the Game loop to take advantage of many of the automations provided by the Engine now.
This commit is contained in:
Scionwest_cp 2010-07-25 20:50:39 -07:00
parent 7e3cf1eb0c
commit e145d57682
11 changed files with 138 additions and 184 deletions

View file

@ -4,26 +4,34 @@ using System.Linq;
using System.Text;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Environment;
namespace MUDGame.Environments
{
class Zeroth
internal class Zeroth
{
Game game;
Realm realm;
internal Zeroth(Game game)
{
this.game = game;
realm = new Realm();
}
internal Realm BuildZeroth()
internal void BuildZeroth()
{
Realm realm = new Realm();
realm.Name = "Zeroth";
realm.Description = "The land of " + realm.Name + " is fully of large forests and dangerous creatures.";
realm.IsInitialRealm = true;
//Build Rooms.
BuildHome();
}
private void BuildHome()
{
//Build Zones
Zone zone = new Zone();
zone.Name = "Home";
@ -32,19 +40,6 @@ namespace MUDGame.Environments
zone.StatDrain = false;
zone.IsInitialZone = true;
//Build Rooms.
BuildHome(zone, realm);
zone.Realm = realm.Name;
realm.AddZone(zone);
game.AddRealm(realm);
return realm;
}
private void BuildHome(Zone zone, Realm realm)
{
Room bedroom = new Room();
bedroom.Name = "Bedroom";
bedroom.Description = "This is your bedroom, it's small but comfortable. You have a bed, a book shelf and a rug on the floor.";
@ -58,21 +53,12 @@ namespace MUDGame.Environments
closet.Zone = zone.Name;
closet.Realm = realm.Name;
Door door = new Door();
door.TravelDirection = MudEngine.GameObjects.AvailableTravelDirections.West;
door.ConnectedRoom = "Closet";
door.Description = "To the West is your Closet.";
bedroom.Doorways.Add(door);
zone.LinkRooms(AvailableTravelDirections.West, closet, bedroom);
door = new Door();
door.TravelDirection = MudEngine.GameObjects.AvailableTravelDirections.East;
door.ConnectedRoom = "Bedroom";
door.Description = "To the East is your Bedroom.";
closet.Doorways.Add(door);
zone.Realm = realm.Name;
//Todo: Should work once MUDEngine supports Types
zone.AddRoom(bedroom);
zone.AddRoom(closet);
realm.AddZone(zone);
game.AddRealm(realm);
}
}
}

View file

@ -6,24 +6,24 @@ using System.Net;
using System.Net.Sockets;
using MUDGame.Environments;
using MudEngine.GameManagement;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Characters;
using MudEngine.GameObjects.Environment;
using MudEngine.FileSystem;
namespace MUDGame
{
class Program
{
//Setup our Fields
static MudEngine.GameManagement.Game game;
static MudEngine.GameManagement.CommandEngine commands;
static MudEngine.GameObjects.Characters.BaseCharacter player;
static List<MudEngine.GameObjects.Environment.Realm> realmCollection;
static Game game;
static BaseCharacter player;
static void Main(string[] args)
{
//Initialize them
game = new MudEngine.GameManagement.Game();
commands = new MudEngine.GameManagement.CommandEngine();
realmCollection = new List<MudEngine.GameObjects.Environment.Realm>();
game = new Game();
//Setup the game
game.AutoSave = true;
@ -34,8 +34,8 @@ namespace MUDGame
game.GameTitle = "Test Mud Project";
game.HideRoomNames = false;
game.PreCacheObjects = true;
game.ProjectPath = MudEngine.FileSystem.FileManager.GetDataPath(MudEngine.FileSystem.SaveDataTypes.Root);
game.TimeOfDay = MudEngine.GameManagement.Game.TimeOfDayOptions.Transition;
game.ProjectPath = FileManager.GetDataPath(SaveDataTypes.Root);
game.TimeOfDay = Game.TimeOfDayOptions.Transition;
game.TimeOfDayTransition = 30;
game.Version = "0.1";
game.Website = "http://MudDesigner.Codeplex.com";
@ -46,19 +46,16 @@ namespace MUDGame
//Create the world
BuildRealms();
//Load all of the available commands from the engine
MudEngine.GameManagement.CommandEngine.LoadAllCommands();
//Player must be instanced AFTER BuildRealms as it needs Game.InitialRealm.InitialZone.InitialRoom
//property so that it can set it's starting room correctly.
player = new MudEngine.GameObjects.Characters.BaseCharacter(game);
player = new BaseCharacter(game);
// Start the game & server
if (!game.Start())
// Start the game & server.
game.Start();
if (!game.IsRunning)
Console.WriteLine("Error starting game!\nReview Log file for details.");
game.IsRunning = true;
game.PlayerCollection.Add(player);
//Send game info to player
@ -72,29 +69,15 @@ namespace MUDGame
Console.WriteLine("Available Commands are\n Look\n Exit\n Walk 'direction' where direction = north/south/east/west/up/down\n");
//Invoke the Look command so the player knows whats around him/her
Console.WriteLine(player.ExecuteCommand("Look").Result[0]);
Console.WriteLine(player.ExecuteCommand("Look"));
while (game.IsRunning)
{
Console.Write("Command: ");
string command = Console.ReadLine();
//TODO: Does the CommandResult really need to return an array of Objects?
//All object management should be dealt with by the Game and Player so this should just be an array of strings.
Object[] result = player.ExecuteCommand(command).Result;
if (result != null)
{
//Search through each object in the array returned to us from the command execution and print the strings.
foreach (object o in result)
{
if (o is string)
Console.WriteLine(o.ToString());
}
}
Console.WriteLine(player.ExecuteCommand(Console.ReadLine()));
}
game.End();
// - Exit command handles this now - game.Shutdown();
Console.WriteLine("Press Enter to exit.");
Console.ReadKey();
}

View file

@ -17,7 +17,7 @@ namespace MudEngine.Commands
public CommandResults Execute(string command, BaseCharacter player)
{
player.Game.IsRunning = false;
player.Game.Shutdown();
return new CommandResults();
}

View file

@ -27,13 +27,6 @@ namespace MudEngine.Commands
}
desc.AppendLine(player.CurrentRoom.Description);
foreach (Door door in player.CurrentRoom.Doorways)
{
if (door.TravelDirection != MudEngine.GameObjects.AvailableTravelDirections.Down && door.TravelDirection != MudEngine.GameObjects.AvailableTravelDirections.Up)
{
desc.AppendLine(door.Description);
}
}
return new CommandResults(desc.ToString());
}

View file

@ -34,11 +34,7 @@ namespace MudEngine.GameManagement
}
[Browsable(false)]
public bool IsRunning
{
get;
set;
}
public bool IsRunning { get; internal set; }
[Category("Company Settings")]
[Description("The name of the Company or Author building the game.")]
@ -208,6 +204,9 @@ namespace MudEngine.GameManagement
}
}
//Load all of the engine commands
CommandEngine.LoadAllCommands();
//See if we have an Initial Realm set
foreach (Realm r in RealmCollection)
{
@ -227,14 +226,18 @@ namespace MudEngine.GameManagement
//Start the Telnet server
this.StartServer();
IsRunning = true;
return true;
}
public void End()
public void Shutdown()
{
//Place ending code here for game shut down.
//TODO: Save content on shutdown.
Server.EndServer();
IsRunning = false;
}
public void Save(string filename)
@ -272,9 +275,11 @@ namespace MudEngine.GameManagement
}
}
if (realm.IsInitialRealm)
InitialRealm = realm;
//TODO: Check for duplicate Realms.
RealmCollection.Add(realm);
InitialRealm = realm;
}
public Realm GetRealm(string realmName)

View file

@ -39,6 +39,11 @@ namespace MudEngine.GameObjects
set;
}
/// <summary>
/// A detailed description that treats each entry as a seperete line when outputted to the player
/// </summary>
public List<string> DetailedDescription { get; set; }
[Category("Object Setup")]
[Description("The object script that can manipulate the object during the games life.")]
//[EditorAttribute(typeof(UIScriptEditor), typeof(System.Drawing.Design.UITypeEditor))]

View file

@ -58,7 +58,7 @@ namespace MudEngine.GameObjects.Characters
}
//We have a doorway, lets move to the next room.
CurrentRoom = Game.GetRealm(CurrentRoom.Realm).GetZone(CurrentRoom.Zone).GetRoom(CurrentRoom.GetDoor(travelDirection).ConnectedRoom);
CurrentRoom = CurrentRoom.GetDoor(travelDirection).ArrivalRoom;
OnTravel(travelDirection);
@ -70,11 +70,23 @@ namespace MudEngine.GameObjects.Characters
//TODO: Check the Room/Zone/Realm to see if anything needs to occure during travel.
}
public CommandResults ExecuteCommand(string command)
public String ExecuteCommand(string command)
{
//TODO: Character class can handle a lot of the command management here, checking various things prior to sending
//the command off to the command engine for execution.
return CommandEngine.ExecuteCommand(command, this);
CommandResults result = CommandEngine.ExecuteCommand(command, this);
if (result.Result is string[])
{
StringBuilder sb = new StringBuilder();
foreach (string item in result.Result)
sb.AppendLine(item);
return sb.ToString();
}
return "";
}
public void Initialize(ref MudEngine.Networking.ClientSocket rcs)

View file

@ -42,11 +42,15 @@ namespace MudEngine.GameObjects.Environment
[Category("Door Settings")]
public AvailableTravelDirections TravelDirection { get; set; }
public string ConnectedRoom { get; set; }
/// <summary>
/// Gets or Sets the Room that the player will be arriving.
/// </summary>
public Room ArrivalRoom { get; set; }
[Category("Environment Information")]
[Description("The description displayed to the user when a 'Look' command is used.")]
public string Description { get; set; }
/// <summary>
/// Gets or Sets the Room that the user is leaving.
/// </summary>
public Room DepartureRoom { get; set; }
public Door()
{
@ -54,12 +58,5 @@ namespace MudEngine.GameObjects.Environment
IsLocked = false;
RequiredKey = new BaseItem();
}
public Door(AvailableTravelDirections travelDirection, string connectedRoom)
: this()
{
ConnectedRoom = connectedRoom;
TravelDirection = travelDirection;
}
}
}

View file

@ -65,7 +65,11 @@ namespace MudEngine.GameObjects.Environment
}
}
if (zone.IsInitialZone)
InitialZone = zone;
//TODO: Check fo duplicates
ZoneCollection.Add(zone);
}
}

View file

@ -10,46 +10,19 @@ using System.IO;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.GameObjects.Items;
using MudEngine.GameManagement;
namespace MudEngine.GameObjects.Environment
{
[XmlInclude(typeof(Door))]
public class Room : BaseObject
{
[Category("Environment Information")]
[Description("Shows what rooms are currently created and linked to within this Room.")]
[ReadOnly(true)]
public string InstalledDoorways
{
get
{
string installed = "";
if (this.Doorways.Count != 0)
{
foreach (Door d in Doorways)
{
installed += d.TravelDirection.ToString() + ",";
}
if (Doorways.Count >= 2)
{
installed = installed.Substring(0, installed.Length - 1);
}
return installed;
}
else
return "None Installed.";
}
}
[Category("Environment Information")]
[Description("Allows for linking of Rooms together via Doorways")]
//[EditorAttribute(typeof(UIDoorwayEditor), typeof(UITypeEditor))]
[RefreshProperties(RefreshProperties.All)]
public List<Door> Doorways
{
get;
set;
}
public List<Door> Doorways { get; internal set; }
[ReadOnly(true)]
[Description("This is the Zone that the Room is currently assigned to.")]
@ -116,6 +89,11 @@ namespace MudEngine.GameObjects.Environment
IsSafe = false;
}
/// <summary>
/// Checks to see if a doorway in the travelDirection exists.
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public bool DoorwayExist(AvailableTravelDirections travelDirection)
{
foreach (Door door in Doorways)
@ -127,6 +105,11 @@ namespace MudEngine.GameObjects.Environment
return false;
}
/// <summary>
/// Gets reference to the Rooms door connected in the supplied travelDirection
/// </summary>
/// <param name="travelDirection"></param>
/// <returns></returns>
public Door GetDoor(AvailableTravelDirections travelDirection)
{
foreach (Door door in this.Doorways)
@ -136,63 +119,5 @@ namespace MudEngine.GameObjects.Environment
}
return null;
}
/// <summary>
/// Load a Room that exists within the same Zone as the current Room
/// </summary>
/// <param name="roomName"></param>
/// <returns></returns>
public override object Load(string roomName)
{
//Correct the filename incase it doesnt contain a file extension
if (!roomName.ToLower().EndsWith(this.GetType().Name.ToLower()))
roomName.Insert(roomName.Length, this.GetType().Name.ToLower());
//If the current room does not belong within a Realm, then load it from the
//Zones root directory
if (this.Realm != null || this.Realm != "No Realm Associated.")
{
return this.Load(roomName, this.Zone);
}
//This Zone is contained within a Realm so we have to load it from within the
//Realm and not from within the Zones root directory
else
return this.Load(roomName, this.Zone, this.Realm);
}
public object Load(string roomName, string zoneName)
{
string filename = "";
if (!roomName.ToLower().EndsWith(".room"))
roomName += ".room";
if (this.Realm != null && this.Realm != "No Realm Associated.")
{
return this.Load(roomName, zoneName, this.Realm);
}
else
filename = FileManager.GetDataPath(SaveDataTypes.Zones);
filename = Path.Combine(filename, zoneName);
filename = Path.Combine(filename, "Rooms");
filename = Path.Combine(filename, roomName);
return base.Load(filename);
}
public object Load(string roomName, string zoneName, string realmName)
{
if (!roomName.ToLower().EndsWith(".room"))
roomName += ".room";
string filename = FileManager.GetDataPath(realmName, zoneName);
filename = Path.Combine(filename, "Rooms");
filename = Path.Combine(filename, roomName);
if (realmName == null || realmName == "No Realm Associated.")
return this.Load(roomName, zoneName);
return base.Load(filename);
}
}
}

View file

@ -10,6 +10,7 @@ using System.Xml.Serialization;
//MUD Engine
using MudEngine.FileSystem;
using MudEngine.GameObjects;
using MudEngine.GameObjects.Items;
namespace MudEngine.GameObjects.Environment
{
@ -116,9 +117,52 @@ namespace MudEngine.GameObjects.Environment
}
}
RoomCollection.Add(room);
if (room.IsInitialRoom)
InitialRoom = room;
//TODO: Check for duplicate Rooms.
RoomCollection.Add(room);
}
public void LinkRooms(AvailableTravelDirections departureDirection, Room arrivalRoom, Room departureRoom)
{
LinkRooms(departureDirection, arrivalRoom, departureRoom, 0);
}
public void LinkRooms(AvailableTravelDirections departureDirection, Room arrivalRoom, Room departureRoom, Int32 requiredLevel)
{
LinkRooms(departureDirection, arrivalRoom, departureRoom, requiredLevel, false, null);
}
public void LinkRooms(AvailableTravelDirections departureDirection, Room departureRoom, Room arrivalRoom, Int32 requiredLevel, Boolean isLocked, BaseItem requiredKey)
{
Door door = new Door();
door.ArrivalRoom = arrivalRoom;
door.DepartureRoom = departureRoom;
if (isLocked)
{
door.IsLocked = isLocked;
door.RequiredKey = requiredKey;
}
door.TravelDirection = departureDirection;
departureRoom.Doorways.Add(door);
//Now we set up the door for the opposite room.
door = new Door();
door.DepartureRoom = arrivalRoom;
door.ArrivalRoom = departureRoom;
if (isLocked)
{
door.IsLocked = isLocked;
door.RequiredKey = requiredKey;
}
door.TravelDirection = TravelDirections.GetReverseDirection(departureDirection);
arrivalRoom.Doorways.Add(door);
}
}
}